Legends of Learning, a US-based educational games platform, has secured $5 million in seed funding. The games by Legends of Learning are widely utilized across schools in the US.
The round was bankrolled by Konvoy Ventures, with Holly Liu (co-founder Kaban), Jeremy Kiew (Lightspeed Venture Partners), Kun Gao (Crunchyroll founding CEO), and James Park (Fitbit CEO and co-founder) among the participants.
Legends of Learning was founded in 2017, and the company envisioned developing a “game-based learning approach” to education for students and instructors.
Over 500 developers have created more than 2,000 mathematics and science-themed video games for kindergarten through eighth-grade pupils.
“We’re proud that millions of students across the nation use Legends of Learning every year, both in school and at home,” said Legends of Learning co-founder and CEO Dr. Vadim Polikov. “Unlike traditional textbooks or videos, students don’t use Legends of Learning because they have to; they use it because they want to. They love the challenging fun that Legends provides, and their teachers and parents also love knowing the students are engaging with the material like never before. Establishing and growing a child’s love for learning is foundational to everything that we do, and this partnership with Konvoy Ventures means that we can further our goals: to have more students learn successfully through experience and play.”
The games cover various topics, including multiplication, the solar system, cybersecurity, and more. The studio’s mobile game Legends of Learning: Awakening, allows students to customize their character and participate in a multiplayer learning experience.
The majority of content is available through the app. Currently, Legends of Learning is used by 5% of elementary and middle school students in the US.
Rather than investing the cash back into the business, as most companies do, Legends of Learning will use it to hire new people and expand its sales, engineering, and game development teams.
Educational games have been growing in popularity in recent years. With technology becoming more and more commonplace in classrooms, educators find new and innovative ways to integrate games into learning. This is attracted the interest of major game studios and publishers who are now looking to produce educational games that can be used in the classroom.
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